Well, I was finally inspired to play through DAII. I've got one pretty extensive playthrough of Origins and Awakenings under my belt from a few years ago. My wife had played DAII quite a lot, so I wanted to get through it before DA next comes out. She had purchased most DLC, so I had access to that.
I would describe my role play experience as a character little engaged with his peripheral partners and devastated by the total death of his family. As the game went on, Hawke became less and less interested in the fate of Kirkwall and more embittered by the death his family.
So, the first reaction I let myself have to the game (after playing for about 4 hours) was that there simply isn't any real level design. Compared to ME or Origins where you would enter a pivotal story element and need to manage your resources and tactics before returning to the open world, this game just doesn't even try. Walk straight, push A (Xbox) and keep going is about all the thought you need to put into it. I quickly realized that the actual GAME is really just an opportunity to walk around and talk to people as well as read about the history of the Imperium and the Chantry.
During Act I, I was really interested in the story of returning the Amulet to the Dalish and the target of acquiring 50 S was compelling enough. I wandered around from quest to quest doing whatever the game seemed to suggest was the most profitable side-item. I got confused about what were the featured quests and which were the very minor variety. I couldn't decipher what I was supposed to do and what I could afford to ignore. For example, you would get a "quest" that something is troubling Bethany and you should talk to her. I'd go talk to her and it would be over in 20 seconds with no continuing action. I went around like that waiting through load screens before I decided to get very economical with my questing. The little "quests" where you return an item to someone were particularly annoying at first as they sound impressive enough by their title, but end up simply being an accidental fetch completion. I actually ended up doing a lot of these because it was easy money.
Act I quickly became about not wasting time for me. I got my 50 S and paid my way into the expedition only to be told that I couldn't leave. I had to save the elf kid because (I think) it was a Main Story item. Since I had casually watched my wife play, I was expecting that to add a party member - of course it didn't. After that, I was left to wander around and discover what was preventing me from continuing with the story. At this point, it would have been really helpful if the game had highlighted the particular side quests that would result in additional party members, but I was left to just do quests in whatever order seemed most important to my particular role playing style. As a result, I simply never encountered Isabella or Fenris while somehow completing the magic number of items to let me proceed into the DRoads. I did manage to complete the quest that results in Sebastian as a party member. Great, another support rogue.
I was playing as a male rogue, and I was hoping from the outset to play as a support archer who occasionally used blades. However, there was only a single warrior in my game, so I was kinda forced to play with an action style that was the opposite of what I was expecting. This stunk. I kept playing thinking that there would be another character added to my group and that I couldn't possibly MISS something so crucial to gameplay tactics as a second tank, but my wife finally revealed to me mid-way through Act II that I'd missed my only chance to recruit another warrior - bummer.
As an aside - why is there no quick key button to switch weapon configs? As a rouge, I would have really liked to have switched weapons without going into the inventory . . . .
So in my game, Bethany died. She was really the only character I cared about in act I, so that really stunk. As I played through act II, I found the romance options really really silly. My hardened refugee, half-criminal guy who lost both his siblings was not going to try and woo Aveline away from her toe-stubbing guard crush. Nor was he going to put up with Merrill's obvious lack of esteem and guilt. "Hey, we've all lost parts of our lives here lassy." I suppose Isabella would have been a good match for him. Too bad they never met.
So then - mom gets frankensteined by a serial killer. At this point, I think my Hawke probably would have become like a crazy control freak who whiles away the hours either planning how he would kill himself or pushes everyone out of his way as he basically just does whoever and whatever he wants. I guess the option to be an A-hole is kind of in the game, but I was still kind of expecting to encounter more companions, so I didn't play that up. Besides, I have an estate to protect now.
Finally, the acts are out of order. I liked the Act II climax as I think the Qunari are a very interesting race. I thought the Act II main plot was the best part of the game. Instead of Hawke defeating the Qunari and going on to resolve the Templar/Mage dispute (then becoming Viscount). I think he should have resolved the Temp/Mag conflict in Act II and defeated the Q leader as the end of Act III which results in all out religious conflict in the region and the destruction of Kirkwall. As it was, I had to ask my (real life) wife at the beginning of Act III - "What story is even left here? My family is dead and the Q's have all gone. Are we just going to have an entire act dealing with political bickering?" -Yes





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